mirror of
https://github.com/luanti-org/luanti.git
synced 2025-06-27 16:36:03 +00:00
Remove volumetrics stuff and some changes
This commit is contained in:
parent
da1a688493
commit
1bf1d0b2ff
21 changed files with 311 additions and 857 deletions
|
@ -28,7 +28,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
|||
#include "settings.h"
|
||||
#include <cmath>
|
||||
|
||||
class Clouds;
|
||||
scene::ISceneManager *g_menucloudsmgr = nullptr;
|
||||
Clouds *g_menuclouds = nullptr;
|
||||
|
||||
|
@ -44,7 +43,7 @@ Clouds::Clouds(scene::ISceneManager* mgr, IShaderSource *ssrc,
|
|||
s32 id,
|
||||
u32 seed
|
||||
):
|
||||
scene::ISceneNode(g_settings->getBool("enable_volumetric_clouds") ? nullptr : mgr->getRootSceneNode(), mgr, id),
|
||||
scene::ISceneNode(mgr->getRootSceneNode(), mgr, id),
|
||||
m_seed(seed)
|
||||
{
|
||||
assert(ssrc);
|
||||
|
@ -54,7 +53,8 @@ Clouds::Clouds(scene::ISceneManager* mgr, IShaderSource *ssrc,
|
|||
m_material.FogEnable = true;
|
||||
m_material.AntiAliasing = video::EAAM_SIMPLE;
|
||||
if (m_enable_shaders) {
|
||||
auto sid = ssrc->getShader("cloud_shader", TILE_MATERIAL_ALPHA);
|
||||
bool shaded_clouds = g_settings->getBool("soft_clouds") && g_settings->getBool("enable_dynamic_shadows");
|
||||
auto sid = ssrc->getShader(shaded_clouds ? "soft_clouds" : "cloud_shader", TILE_MATERIAL_ALPHA);
|
||||
m_material.MaterialType = ssrc->getShaderInfo(sid).material;
|
||||
} else {
|
||||
m_material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
|
||||
|
@ -107,14 +107,6 @@ void Clouds::updateMesh()
|
|||
std::floor(center_of_drawing_in_noise_f.Y / cloud_size)
|
||||
);
|
||||
|
||||
// The world position of the integer center point of drawing in the noise
|
||||
v2f world_center_of_drawing_in_noise_f = v2f(
|
||||
center_of_drawing_in_noise_i.X * cloud_size,
|
||||
center_of_drawing_in_noise_i.Y * cloud_size
|
||||
) + m_origin;
|
||||
|
||||
m_noise_position = world_center_of_drawing_in_noise_f - ((float)m_cloud_radius_i + 0.5f) * cloud_size;
|
||||
|
||||
// Only update mesh if it has moved enough, this saves lots of GPU buffer uploads.
|
||||
constexpr float max_d = 5 * BS;
|
||||
|
||||
|
@ -137,6 +129,12 @@ void Clouds::updateMesh()
|
|||
|
||||
const u32 num_faces_to_draw = is3D() ? 6 : 1;
|
||||
|
||||
// The world position of the integer center point of drawing in the noise
|
||||
v2f world_center_of_drawing_in_noise_f = v2f(
|
||||
center_of_drawing_in_noise_i.X * cloud_size,
|
||||
center_of_drawing_in_noise_i.Y * cloud_size
|
||||
) + m_origin;
|
||||
|
||||
// Colors with primitive shading
|
||||
|
||||
video::SColorf c_top_f(m_color);
|
||||
|
@ -166,7 +164,7 @@ void Clouds::updateMesh()
|
|||
|
||||
// Read noise
|
||||
|
||||
m_grid.resize(m_cloud_radius_i * 2 * m_cloud_radius_i * 2);
|
||||
std::vector<bool> grid(m_cloud_radius_i * 2 * m_cloud_radius_i * 2);
|
||||
|
||||
for(s16 zi = -m_cloud_radius_i; zi < m_cloud_radius_i; zi++) {
|
||||
u32 si = (zi + m_cloud_radius_i) * m_cloud_radius_i * 2 + m_cloud_radius_i;
|
||||
|
@ -174,7 +172,7 @@ void Clouds::updateMesh()
|
|||
for (s16 xi = -m_cloud_radius_i; xi < m_cloud_radius_i; xi++) {
|
||||
u32 i = si + xi;
|
||||
|
||||
m_grid[i] = gridFilled(
|
||||
grid[i] = gridFilled(
|
||||
xi + center_of_drawing_in_noise_i.X,
|
||||
zi + center_of_drawing_in_noise_i.Y
|
||||
);
|
||||
|
@ -213,147 +211,225 @@ void Clouds::updateMesh()
|
|||
|
||||
u32 i = GETINDEX(xi, zi, m_cloud_radius_i);
|
||||
|
||||
if (!m_grid[i])
|
||||
if (!grid[i])
|
||||
continue;
|
||||
|
||||
v2f p0 = v2f(xi,zi)*cloud_size + world_center_of_drawing_in_noise_f;
|
||||
|
||||
video::S3DVertex v[4] = {
|
||||
video::S3DVertex(0,0,0, 0,0,0, c_top, 0, 1),
|
||||
video::S3DVertex(0,0,0, 0,0,0, c_top, 1, 1),
|
||||
video::S3DVertex(0,0,0, 0,0,0, c_top, 1, 0),
|
||||
video::S3DVertex(0,0,0, 0,0,0, c_top, 0, 0)
|
||||
};
|
||||
|
||||
const f32 rx = cloud_size / 2.0f;
|
||||
// if clouds are flat, the top layer should be at the given height
|
||||
const f32 ry = is3D() ? m_params.thickness * BS : 0.0f;
|
||||
const f32 rz = cloud_size / 2;
|
||||
|
||||
bool soft_clouds_enabled = g_settings->getBool("soft_clouds");
|
||||
for (u32 i = 0; i < num_faces_to_draw; i++)
|
||||
{
|
||||
switch (i)
|
||||
{
|
||||
case 0: // top
|
||||
for (video::S3DVertex& vertex : v) {
|
||||
vertex.Normal.set(0, 1, 0);
|
||||
}
|
||||
v[0].Pos.set(-rx, ry,-rz);
|
||||
v[1].Pos.set(-rx, ry, rz);
|
||||
v[2].Pos.set( rx, ry, rz);
|
||||
v[3].Pos.set( rx, ry,-rz);
|
||||
break;
|
||||
case 1: // back
|
||||
if (INAREA(xi, zi - 1, m_cloud_radius_i)) {
|
||||
u32 j = GETINDEX(xi, zi - 1, m_cloud_radius_i);
|
||||
if (m_grid[j])
|
||||
continue;
|
||||
}
|
||||
if (soft_clouds_enabled) {
|
||||
for (video::S3DVertex& vertex : v) {
|
||||
vertex.Normal.set(0, 0, -1);
|
||||
}
|
||||
v[2].Color = c_bottom;
|
||||
v[3].Color = c_bottom;
|
||||
} else {
|
||||
for (video::S3DVertex& vertex : v) {
|
||||
vertex.Color = c_side_1;
|
||||
vertex.Normal.set(0, 0, -1);
|
||||
}
|
||||
}
|
||||
v[0].Pos.set(-rx, ry,-rz);
|
||||
v[1].Pos.set( rx, ry,-rz);
|
||||
v[2].Pos.set( rx, 0,-rz);
|
||||
v[3].Pos.set(-rx, 0,-rz);
|
||||
break;
|
||||
case 2: //right
|
||||
if (INAREA(xi + 1, zi, m_cloud_radius_i)) {
|
||||
u32 j = GETINDEX(xi + 1, zi, m_cloud_radius_i);
|
||||
if (m_grid[j])
|
||||
continue;
|
||||
}
|
||||
if (soft_clouds_enabled) {
|
||||
for (video::S3DVertex& vertex : v) {
|
||||
vertex.Normal.set(1, 0, 0);
|
||||
}
|
||||
v[2].Color = c_bottom;
|
||||
v[3].Color = c_bottom;
|
||||
}
|
||||
else {
|
||||
for (video::S3DVertex& vertex : v) {
|
||||
vertex.Color = c_side_2;
|
||||
vertex.Normal.set(1, 0, 0);
|
||||
}
|
||||
}
|
||||
v[0].Pos.set(rx, ry,-rz);
|
||||
v[1].Pos.set(rx, ry, rz);
|
||||
v[2].Pos.set(rx, 0, rz);
|
||||
v[3].Pos.set(rx, 0,-rz);
|
||||
break;
|
||||
case 3: // front
|
||||
if (INAREA(xi, zi + 1, m_cloud_radius_i)) {
|
||||
u32 j = GETINDEX(xi, zi + 1, m_cloud_radius_i);
|
||||
if (m_grid[j])
|
||||
continue;
|
||||
}
|
||||
if (soft_clouds_enabled) {
|
||||
for (video::S3DVertex& vertex : v) {
|
||||
vertex.Normal.set(0, 0, -1);
|
||||
}
|
||||
v[2].Color = c_bottom;
|
||||
v[3].Color = c_bottom;
|
||||
} else {
|
||||
for (video::S3DVertex& vertex : v) {
|
||||
vertex.Color = c_side_1;
|
||||
vertex.Normal.set(0, 0, -1);
|
||||
}
|
||||
}
|
||||
v[0].Pos.set( rx, ry, rz);
|
||||
v[1].Pos.set(-rx, ry, rz);
|
||||
v[2].Pos.set(-rx, 0, rz);
|
||||
v[3].Pos.set( rx, 0, rz);
|
||||
break;
|
||||
case 4: // left
|
||||
if (INAREA(xi - 1, zi, m_cloud_radius_i)) {
|
||||
u32 j = GETINDEX(xi - 1, zi, m_cloud_radius_i);
|
||||
if (m_grid[j])
|
||||
continue;
|
||||
}
|
||||
if (soft_clouds_enabled) {
|
||||
for (video::S3DVertex& vertex : v) {
|
||||
vertex.Normal.set(-1, 0, 0);
|
||||
}
|
||||
v[2].Color = c_bottom;
|
||||
v[3].Color = c_bottom;
|
||||
} else {
|
||||
for (video::S3DVertex& vertex : v) {
|
||||
vertex.Color = c_side_2;
|
||||
vertex.Normal.set(-1, 0, 0);
|
||||
}
|
||||
}
|
||||
v[0].Pos.set(-rx, ry, rz);
|
||||
v[1].Pos.set(-rx, ry,-rz);
|
||||
v[2].Pos.set(-rx, 0,-rz);
|
||||
v[3].Pos.set(-rx, 0, rz);
|
||||
break;
|
||||
case 5: // bottom
|
||||
for (video::S3DVertex& vertex : v) {
|
||||
vertex.Color = c_bottom;
|
||||
vertex.Normal.set(0, -1, 0);
|
||||
}
|
||||
v[0].Pos.set( rx, 0, rz);
|
||||
v[1].Pos.set(-rx, 0, rz);
|
||||
v[2].Pos.set(-rx, 0,-rz);
|
||||
v[3].Pos.set( rx, 0,-rz);
|
||||
break;
|
||||
bool shaded_clouds_enabled = soft_clouds_enabled && g_settings->getBool("enable_dynamic_shadows") && g_settings->getBool("enable_3d_clouds");
|
||||
|
||||
v3f pos(p0.X, m_params.height * BS, p0.Y);
|
||||
|
||||
if (shaded_clouds_enabled) {
|
||||
bool neighbours[4] = {false, false, false, false};
|
||||
if (INAREA(xi - 1, zi, m_cloud_radius_i))
|
||||
neighbours[0] = grid[GETINDEX(xi - 1, zi, m_cloud_radius_i)];
|
||||
if (INAREA(xi, zi - 1, m_cloud_radius_i))
|
||||
neighbours[1] = grid[GETINDEX(xi, zi - 1, m_cloud_radius_i)];
|
||||
if (INAREA(xi + 1, zi, m_cloud_radius_i))
|
||||
neighbours[2] = grid[GETINDEX(xi + 1, zi, m_cloud_radius_i)];
|
||||
if (INAREA(xi, zi + 1, m_cloud_radius_i))
|
||||
neighbours[3] = grid[GETINDEX(xi, zi + 1, m_cloud_radius_i)];
|
||||
|
||||
video::S3DVertex v[32];
|
||||
v[ 0].Pos = core::vector3df( -rx, ry, -rz);
|
||||
v[ 1].Pos = core::vector3df(-0.75 * rx, ry, -rz);
|
||||
v[ 2].Pos = core::vector3df( 0.75 * rx, ry, -rz);
|
||||
v[ 3].Pos = core::vector3df( rx, ry, -rz);
|
||||
v[ 4].Pos = core::vector3df( -rx, ry, -0.75 * rz);
|
||||
v[ 5].Pos = core::vector3df(-0.75 * rx, ry, -0.75 * rz);
|
||||
v[ 6].Pos = core::vector3df( 0.75 * rx, ry, -0.75 * rz);
|
||||
v[ 7].Pos = core::vector3df( rx, ry, -0.75 * rz);
|
||||
v[ 8].Pos = core::vector3df( -rx, ry, 0.75 * rz);
|
||||
v[ 9].Pos = core::vector3df(-0.75 * rx, ry, 0.75 * rz);
|
||||
v[10].Pos = core::vector3df( 0.75 * rx, ry, 0.75 * rz);
|
||||
v[11].Pos = core::vector3df( rx, ry, 0.75 * rz);
|
||||
v[12].Pos = core::vector3df( -rx, ry, rz);
|
||||
v[13].Pos = core::vector3df(-0.75 * rx, ry, rz);
|
||||
v[14].Pos = core::vector3df( 0.75 * rx, ry, rz);
|
||||
v[15].Pos = core::vector3df( rx, ry, rz);
|
||||
|
||||
// These normals are intentionally left unnormalized
|
||||
if (neighbours[0]) {
|
||||
v[ 0].Normal.X -= 1.0;
|
||||
v[ 4].Normal.X -= 1.0;
|
||||
v[ 8].Normal.X -= 1.0;
|
||||
v[12].Normal.X -= 1.0;
|
||||
}
|
||||
if (neighbours[1]) {
|
||||
v[0].Normal.Z -= 1.0;
|
||||
v[1].Normal.Z -= 1.0;
|
||||
v[2].Normal.Z -= 1.0;
|
||||
v[3].Normal.Z -= 1.0;
|
||||
}
|
||||
if (neighbours[2]) {
|
||||
v[ 3].Normal.X += 1.0;
|
||||
v[ 7].Normal.X += 1.0;
|
||||
v[11].Normal.X += 1.0;
|
||||
v[15].Normal.X += 1.0;
|
||||
}
|
||||
if (neighbours[3]) {
|
||||
v[12].Normal.Z += 1.0;
|
||||
v[13].Normal.Z += 1.0;
|
||||
v[14].Normal.Z += 1.0;
|
||||
v[15].Normal.Z += 1.0;
|
||||
}
|
||||
|
||||
v3f pos(p0.X, m_params.height * BS, p0.Y);
|
||||
for (int i = 0; i < 16; ++i) {
|
||||
v[i + 32] = v[i];
|
||||
v[i + 32].Pos.Y = -ry;
|
||||
|
||||
for (video::S3DVertex &vertex : v) {
|
||||
v[i].Normal = core::vector3df(0.0, 1.0, 0.0);
|
||||
v[i + 32].Normal = core::vector3df(0.0, -1.0, 0.0);
|
||||
}
|
||||
|
||||
for (video::S3DVertex& vertex : v) {
|
||||
vertex.Color = shadow.toSColor();
|
||||
vertex.Pos += pos;
|
||||
vertices.push_back(vertex);
|
||||
}
|
||||
|
||||
//top
|
||||
|
||||
}
|
||||
else {
|
||||
video::S3DVertex v[4] = {
|
||||
video::S3DVertex(0,0,0, 0,0,0, c_top, 0, 1),
|
||||
video::S3DVertex(0,0,0, 0,0,0, c_top, 1, 1),
|
||||
video::S3DVertex(0,0,0, 0,0,0, c_top, 1, 0),
|
||||
video::S3DVertex(0,0,0, 0,0,0, c_top, 0, 0)
|
||||
};
|
||||
|
||||
for (u32 i = 0; i < num_faces_to_draw; i++)
|
||||
{
|
||||
switch (i)
|
||||
{
|
||||
case 0: // top
|
||||
for (video::S3DVertex& vertex : v) {
|
||||
vertex.Normal.set(0, 1, 0);
|
||||
}
|
||||
v[0].Pos.set(-rx, ry, -rz);
|
||||
v[1].Pos.set(-rx, ry, rz);
|
||||
v[2].Pos.set(rx, ry, rz);
|
||||
v[3].Pos.set(rx, ry, -rz);
|
||||
break;
|
||||
case 1: // back
|
||||
if (INAREA(xi, zi - 1, m_cloud_radius_i)) {
|
||||
u32 j = GETINDEX(xi, zi - 1, m_cloud_radius_i);
|
||||
if (grid[j])
|
||||
continue;
|
||||
}
|
||||
if (soft_clouds_enabled) {
|
||||
for (video::S3DVertex& vertex : v) {
|
||||
vertex.Normal.set(0, 0, -1);
|
||||
}
|
||||
v[2].Color = c_bottom;
|
||||
v[3].Color = c_bottom;
|
||||
}
|
||||
else {
|
||||
for (video::S3DVertex& vertex : v) {
|
||||
vertex.Color = c_side_1;
|
||||
vertex.Normal.set(0, 0, -1);
|
||||
}
|
||||
}
|
||||
v[0].Pos.set(-rx, ry, -rz);
|
||||
v[1].Pos.set(rx, ry, -rz);
|
||||
v[2].Pos.set(rx, 0, -rz);
|
||||
v[3].Pos.set(-rx, 0, -rz);
|
||||
break;
|
||||
case 2: //right
|
||||
if (INAREA(xi + 1, zi, m_cloud_radius_i)) {
|
||||
u32 j = GETINDEX(xi + 1, zi, m_cloud_radius_i);
|
||||
if (grid[j])
|
||||
continue;
|
||||
}
|
||||
if (soft_clouds_enabled) {
|
||||
for (video::S3DVertex& vertex : v) {
|
||||
vertex.Normal.set(1, 0, 0);
|
||||
}
|
||||
v[2].Color = c_bottom;
|
||||
v[3].Color = c_bottom;
|
||||
}
|
||||
else {
|
||||
for (video::S3DVertex& vertex : v) {
|
||||
vertex.Color = c_side_2;
|
||||
vertex.Normal.set(1, 0, 0);
|
||||
}
|
||||
}
|
||||
v[0].Pos.set(rx, ry, -rz);
|
||||
v[1].Pos.set(rx, ry, rz);
|
||||
v[2].Pos.set(rx, 0, rz);
|
||||
v[3].Pos.set(rx, 0, -rz);
|
||||
break;
|
||||
case 3: // front
|
||||
if (INAREA(xi, zi + 1, m_cloud_radius_i)) {
|
||||
u32 j = GETINDEX(xi, zi + 1, m_cloud_radius_i);
|
||||
if (grid[j])
|
||||
continue;
|
||||
}
|
||||
if (soft_clouds_enabled) {
|
||||
for (video::S3DVertex& vertex : v) {
|
||||
vertex.Normal.set(0, 0, -1);
|
||||
}
|
||||
v[2].Color = c_bottom;
|
||||
v[3].Color = c_bottom;
|
||||
}
|
||||
else {
|
||||
for (video::S3DVertex& vertex : v) {
|
||||
vertex.Color = c_side_1;
|
||||
vertex.Normal.set(0, 0, -1);
|
||||
}
|
||||
}
|
||||
v[0].Pos.set(rx, ry, rz);
|
||||
v[1].Pos.set(-rx, ry, rz);
|
||||
v[2].Pos.set(-rx, 0, rz);
|
||||
v[3].Pos.set(rx, 0, rz);
|
||||
break;
|
||||
case 4: // left
|
||||
if (INAREA(xi - 1, zi, m_cloud_radius_i)) {
|
||||
u32 j = GETINDEX(xi - 1, zi, m_cloud_radius_i);
|
||||
if (grid[j])
|
||||
continue;
|
||||
}
|
||||
if (soft_clouds_enabled) {
|
||||
for (video::S3DVertex& vertex : v) {
|
||||
vertex.Normal.set(-1, 0, 0);
|
||||
}
|
||||
v[2].Color = c_bottom;
|
||||
v[3].Color = c_bottom;
|
||||
}
|
||||
else {
|
||||
for (video::S3DVertex& vertex : v) {
|
||||
vertex.Color = c_side_2;
|
||||
vertex.Normal.set(-1, 0, 0);
|
||||
}
|
||||
}
|
||||
v[0].Pos.set(-rx, ry, rz);
|
||||
v[1].Pos.set(-rx, ry, -rz);
|
||||
v[2].Pos.set(-rx, 0, -rz);
|
||||
v[3].Pos.set(-rx, 0, rz);
|
||||
break;
|
||||
case 5: // bottom
|
||||
for (video::S3DVertex& vertex : v) {
|
||||
vertex.Color = c_bottom;
|
||||
vertex.Normal.set(0, -1, 0);
|
||||
}
|
||||
v[0].Pos.set(rx, 0, rz);
|
||||
v[1].Pos.set(-rx, 0, rz);
|
||||
v[2].Pos.set(-rx, 0, -rz);
|
||||
v[3].Pos.set(rx, 0, -rz);
|
||||
break;
|
||||
}
|
||||
|
||||
for (video::S3DVertex& vertex : v) {
|
||||
vertex.Pos += pos;
|
||||
vertices.push_back(vertex);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -430,40 +506,13 @@ void Clouds::render()
|
|||
cloud_full_radius*1.2, fog_density, fog_pixelfog, fog_rangefog);
|
||||
}
|
||||
|
||||
//#if 0
|
||||
driver->drawMeshBuffer(m_meshbuffer.get());
|
||||
//#endif
|
||||
|
||||
// Restore fog settings
|
||||
driver->setFog(fog_color, fog_type, fog_start, fog_end, fog_density,
|
||||
fog_pixelfog, fog_rangefog);
|
||||
}
|
||||
|
||||
void Clouds::renderDepth() {
|
||||
if (m_params.density <= 0.0f)
|
||||
return; // no need to do anything
|
||||
|
||||
video::IVideoDriver* driver = SceneManager->getVideoDriver();
|
||||
|
||||
updateMesh();
|
||||
|
||||
// Update position
|
||||
{
|
||||
v2f off_origin = m_origin - m_mesh_origin;
|
||||
v3f rel(off_origin.X, 0, off_origin.Y);
|
||||
rel -= intToFloat(m_camera_offset, BS);
|
||||
setPosition(rel);
|
||||
updateAbsolutePosition();
|
||||
}
|
||||
|
||||
video::SMaterial material = m_material;
|
||||
material.MaterialType = video::EMT_SOLID;
|
||||
material.ZWriteEnable = video::EZW_ON;
|
||||
|
||||
driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
|
||||
driver->setMaterial(material);
|
||||
driver->drawMeshBuffer(m_meshbuffer.get());
|
||||
}
|
||||
|
||||
void Clouds::step(float dtime)
|
||||
{
|
||||
m_origin = m_origin + dtime * BS * m_params.speed;
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue